Sid Meier's Civilization VI

Sid Meier's Civilization VI

No Obsolete Unique Units
39 Comments
Fried Pigeon 1 Apr @ 6:44pm 
doesn't work anymore
Primarch sarge 16 Feb @ 7:39am 
@Sailor Cat since the mod doesnt appear to be working anymore could you tell me where I need to go in order to turn off units going obsolete for Byzantium? I tried editing the xml on the dlc file but it didnt work
Primarch sarge 16 Jan @ 5:35am 
yh this doesn´t work anymore sadly, really unfortunate
The Formal Goat 21 Dec, 2024 @ 5:56pm 
Doesn't seem to be working :(
Primarch sarge 23 Aug, 2024 @ 3:30am 
fyi I tried it with no other mods on, same thing.
Primarch sarge 19 Aug, 2024 @ 4:20pm 
mod doesnt seem to be working, every time I research the renaissance ranged ship the Byzantine dromon disappears from the list, same is happening to other civs.
Ffisher 7 Jul, 2024 @ 2:58am 
Sorry to bother you again.
Can confirm: with only this mod enabled, and starting as the Maya in the Renaissance or Information eras, I cannot train Hul'Che. But if I start as Sumeria in the info. era, I can train the War Cart.
Seems to be a fairly common issue, looking at the below?
Is it possible some civs don't use the same tags for their unique units?
Vito 23 Feb, 2023 @ 6:27am 
Doesn't work with China's Crouching Tiger
Wuzzle 19 Feb, 2023 @ 4:54pm 
Weird
Sailor Cat  [author] 19 Feb, 2023 @ 3:40pm 
I dunno. :catinablanket: This mod is literally one line of 'code' that only updates the MandatoryObsoleteCivic/Tech values in a row.
Wuzzle 19 Feb, 2023 @ 3:07pm 
No wait, it is, but unique units use the standard upgrade path instead of the 6T path
So a septireme can't become a hulk but can become a galleon
Wuzzle 19 Feb, 2023 @ 2:59pm 
Seems like this mod might not be compatible with Project 6T
tommypancakes22 5 Jan, 2023 @ 1:29pm 
@Sailor Cat - thanks for the suggestions, but unfortunately that didn't work. I edited & saved the .sql files, made sure it was enabled in-game, but still had units turn obsolete.

Thanks anyways for the help!
Sailor Cat  [author] 2 Jan, 2023 @ 2:49pm 
While this works 100% correctly in all my tests, with all these reports, I'm not 100% certain it isn't without some mod conflict. However, to suit your needs, you can change the line in DB.sql to: UPDATE Units SET MandatoryObsoleteTech = NULL, MandatoryObsoleteCivic = NULL;
tommypancakes22 2 Jan, 2023 @ 2:44pm 
Hey Sailor Cat, thanks for all the great mods. You have a lot of awesome work.

Do you have any thoughts on extending this mod to ALL units - so no unit is ever obsolete? I'm having trouble w/ Babylon where I get a tech too far in the future, and can no longer get other eurekas because some units are now obsolete. I might be able to do it, I saw your sql file for this mod, but I have a hard time figuring out which fields in the game metadata database are relevant for something like this.

Thanks!
kahvipensas 15 Dec, 2022 @ 8:59am 
Weird, I can't upgrade any of my uniques (have tested more than one civ and unit) - the upgrade button just doesn't show up on any unique units. Must be some of my mods conflicting.
Sailor Cat  [author] 15 Dec, 2022 @ 8:51am 
It doesn't make it so you can't upgrade them.
kahvipensas 15 Dec, 2022 @ 8:48am 
Is this mod supposed to also make unique units un-upgradeable? Would be nice to both be able to keep training them, but also to upgrade them when that becomes possible. I keep running into situations where I have to delete units that have several promotions because I have researched techs leading to superior units.
camembert4u 9 Dec, 2022 @ 10:21am 
Currently playing with Civ Expanded Sweden and I can't make my outdated Caroleans....
Yand_Durinul 13 Nov, 2022 @ 3:37pm 
You have no idea the pain i feel as Portugal. Well maybe you do as you created the mod... either way I really hope this works. Been wanting a mod that does this for ages.
Sailor Cat  [author] 18 Oct, 2022 @ 9:41am 
All DLCs, quick start + mod i'm testing for, no
DuckNSierra 18 Oct, 2022 @ 8:39am 
What do you use when testing the mod? all the DLC's and mods you got running. And do you have any other changes you have made to the gamefiles?
Sailor Cat  [author] 18 Oct, 2022 @ 8:34am 
Strange. I don't know what the problem is, and I can't do much if I can't replicate it.
DuckNSierra 18 Oct, 2022 @ 8:14am 
I have the same problem, when playing as Ambiorix my special unit becomes unaviable as soon as I research Iron working. I only have one other mod that affects units, that being "No Embark Air Units" Which doesn't affect my special unit.
I am playing without Gathering storm and Rise and fall. I do have other mods, but they shouldn't be affecting any other units than Settlers. If needed I can send all the mods I have.
I also decided to launch a new game without any mods other than No Obsolete Units, it worked fine up until I Obtained Iron. (not when I reseached iron working) as soon as I made an iron mine, the unit got disabled.
tmehmel5 15 Oct, 2022 @ 6:02pm 
Okay, well then it might be the other mod I mentioned since all the unique units still become obsolete.
Sailor Cat  [author] 15 Oct, 2022 @ 6:54am 
I've tested it specifically with S&T, so it isn't that.
tmehmel5 15 Oct, 2022 @ 1:28am 
This is mod not working for me. Would it be because it does not support the Steel & Thunder Unique Units mod and the Civilization Conquer Mode mod?
Sailor Cat  [author] 3 Oct, 2022 @ 2:37pm 
Yes, it does.
booyaman85 3 Oct, 2022 @ 2:22pm 
doesnt work for england redcoats, or sea dogs
LJMiranda 30 Sep, 2022 @ 9:48pm 
Note: This Mod is quite big, may take time for you and it has some dependant mods as well. Just take your time, no need to rush or no need to test it if you don't want to.
Sailor Cat  [author] 30 Sep, 2022 @ 9:20pm 
Okay, I'll try to take a look.
LJMiranda 30 Sep, 2022 @ 9:17pm 
Hey author, Itried this with 'Supergalatica Neptunia: Empire of Gamalatica (Civ 6)' mod and it seems does not work. Probably because that mod's units are all unique.
Jo4qu7m 1 Sep, 2022 @ 3:32pm 
Yeah, my bad, they were available after a while. I thought the tech that made them obsolete was the one that gives you the Man-At-Arms. The mod is great!!
Sailor Cat  [author] 1 Sep, 2022 @ 9:36am 
It's working for Immortals.
Jo4qu7m 31 Aug, 2022 @ 10:35pm 
Didn't work for Immortals, or at least it didn't for me
Gregdas 31 Aug, 2022 @ 8:49am 
Very cool. Should be able to still spam samurai even after guns exist.
JNR 31 Aug, 2022 @ 5:08am 
doot doot
TimberJackEB 29 Aug, 2022 @ 10:48am 
One time, I couldn't make use of the Saaka horse archers because I already researched crossbowmen.